====== 30. Skill Use ======

The rules for take 10 and take 20 have a positive and negative
effect on //Dungeons and Dragons//. Rather than begin
a philosophical debate that results in nothing but upset players and anxiety-ridden DMs, let us say this -- the DCs in this
dungeon are for DMs who do NOT allow take 10 and take
20 actions in their campaigns. That said, DMs who find PCs are able to open every lock, charm every monster, and beat every Search check without rolling a single die have options.

  - Increase all DCs by +10. Done. If the PCs insist on taking 2 hours to search a Room, make everything impossible to find.
  - Increase the time it takes to take 10 or 20 and increase the frequency or Random Encounters. PCs that stay overnight opening a lock are in for one or six rude awakenings.
  - Rooms with specific Encounter Conditions (Distracting, Echoes, Haunted, Negative Energy, etc.,) are no place for intense concentration. PCs insisting on searching in these Rooms are going to suffer penalties to their checks ranging from -1 to -10.
  - Require a Concentration check to take 10 or 20. No one has infinite patience and continuing to look for the proverbial needle in the haystack is going to tax the characters, no matter what the players think.
  - Limit the number of take 10 and 20 actions on a map to three and one (respectively) per Region per PC. This is a fair compromise and confirms for the players the DM is not a tyrant.
  - If the PCs DO find EVERY trap, make the ones they don't find VERY deadly.
  - If the PCs can take 10 or 20, the monsters can start carrying deadlier weapons with better critical hit ranges and multipliers.
  - Eight. Succeeding at everything is boring. Just say No.